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  • ...he Host (domain name or IP address), the '''username''' and '''password''' for mysql to allow access to your EVEmu database, the port number used by mysql ...some greyed text declaring "Connected To DB". You may now proceed to make use of the other tabs to interact and change data in your EVEmu database's tabl
    10 KB (1,699 words) - 13:36, 3 April 2021
  • ...he Host (domain name or IP address), the '''username''' and '''password''' for mysql to allow access to your EVEmu database, the port number used by mysql ...ed text declaring "Connected To DB". You may now proceed to make use of the other tabs to interact and change data in your EVEmu database's tabl
    11 KB (1,803 words) - 04:06, 4 April 2021
  • ...he Host (domain name or IP address), the '''username''' and '''password''' for mysql to allow access to your EVEmu database, the port number used by mysql ...ed text declaring "Connected To DB". You may now proceed to make use of the other tabs to interact and change data in your EVEmu database's tabl
    12 KB (1,977 words) - 16:21, 3 April 2021
  • ...led. Here's what we've found so far that we'll eventually turn into tables for our database that will be used by the server to determine what an NPC ship We believe it is reasonable to assume the size of modules/charges dropped correspond to the class of NPC ship as shown here:
    12 KB (1,849 words) - 03:26, 4 April 2021
  • ...led. Here's what we've found so far that we'll eventually turn into tables for our database that will be used by the server to determine what an NPC ship We believe it is reasonable to assume the size of modules/charges dropped correspond to the class of NPC ship as shown here:
    13 KB (2,015 words) - 16:28, 3 April 2021
  • ...USE_EFFECTS|<span class="tocnumber">1</span> <span class="toctext">GENERAL USE EFFECTS</span>]] ..._INFORMATION|<span class="tocnumber">2</span> <span class="toctext">ACTIVE MODULES - MODULE EFFECTS INFORMATION</span>]]
    64 KB (4,145 words) - 16:27, 3 April 2021
  • ...nterface_Features|<span class="tocnumber">2.1</span> <span class="toctext">General Interface Features</span>]] ...Bugs_and_Issues_(Crucible).html|Known Bugs and Issues (Crucible)]]''' page for a list of the known issues and bugs yet to be addressed. There is also a bu
    36 KB (4,476 words) - 16:29, 3 April 2021
  • ...is for how modules interact with the server. It is not about creating new modules/items, though it may help depending on how creative at coding you are. ...ml|This article]] contains conversations I've had with Luck on the subject for some deep background on this topic.
    42 KB (6,181 words) - 03:20, 4 April 2021
  • ...span class="toctext">RINSE and REPEAT - Keep doing PART I through PART III for all effectIDs on a module</span>]] ...e Reve had discovered that the EVEHQ tool has resource files in CSV format for the following groups: Effects, Skill Bonuses, Ship Bonuses, Subsystems, Imp
    47 KB (6,862 words) - 16:17, 3 April 2021
  • 11:15 Aknor|working so, we do not use item-&gt;Move() 11:15 Aknor|working we need to make a new function for contracts that handles this stuff
    44 KB (7,232 words) - 16:28, 3 April 2021
  • ...easiest to work with, because all of the framework necessary to write code for it is already in place in the other projects. ...entire solution: '''eve-server.cpp'''. (it's named &quot;eve-server&quot; for a reason :) ). eve-server.cpp contains the primary loop of the server, whi
    36 KB (5,637 words) - 04:00, 4 April 2021
  • ...easiest to work with, because all of the framework necessary to write code for it is already in place in the other projects. ...entire solution: '''eve-server.cpp'''. (it's named &quot;eve-server&quot; for a reason :) ). eve-server.cpp contains the primary loop of the server, whi
    37 KB (5,777 words) - 16:23, 3 April 2021